Wallenstein (board game)

Last updated
Wallenstein
Wallenstein Box.jpg
Designers Dirk Henn
Publishers Queen Games
Players3 to 5
Setup timeapprox. 10 minutes
Playing time90 - 120 minutes
ChanceMedium-Low
Age range12 years and up
Skills Resource Management, Area Control

Wallenstein is a medium-weight German-style board game designed by Dirk Henn and published by Queen Games in 2002. Though set during the Thirty Years' War, Wallenstein should not be confused with a complex wargame. Rather, it has the feel of a light strategy game with the familiar Euro elements of area control and resource management mixed in. As such, it has a wide range of appeal that attracts wargamers and non-wargamers alike.

Contents

Wallenstein Deskohrani 2008 246.jpg
Wallenstein

Theme

Historical Context

Albrecht von Wallenstein Hw-wallenstein.jpg
Albrecht von Wallenstein

Wallenstein is named for Albrecht von Wallenstein, the most influential commander of the Imperial Army during the Thirty Years' War (1618–48).

He won a series of victories, gaining the title of Duke of Mecklenburg. His goal was a large central European empire dominating Western Europe. His ambitions led to his dismissal in 1630, but he was reinstated to defend the empire against Swedish attack. He recovered Bohemia, but was defeated by Gustavus Adolphus at Lutzen, and was again dismissed.

Wallenstein's intrigues with the Protestants and his rapidly growing power alarmed the Catholic princes, and he was murdered in his bedroom at Eger by Irish mercenaries.

Integration of Theme and Mechanics

The game Wallenstein represents two years of the Thirty Years' War. It does not pretend to be a conflict simulation of war. Rather, it is a multiplayer game set in that historical period. Elements from that era intermix with the game mechanics to create an engaging experience.

Wallenstein is represented abstractly in the game by whoever chooses the yellow player. Other important figures of the period are represented by the other colors.

The game board is a map of Germany during the Thirty Years' War. Players must raise grain and gold, feed the masses, stave off rebellions, build churches, trade houses, and palaces, and possibly conquer other provinces. Game play and historical setting mesh to create a compelling gaming experience.

Gameplay

Turn Phases

The game takes place over the course of two years. Each year is divided into the four seasons: Spring, Summer, Fall, and Winter. During the first three phases, players take actions to build, gather resources, and battle. During the last phase (Winter), players camp and feed their troops and score victory points for buildings. At the end of the second year, players score victory points for buildings again, and the player with the highest total wins.

Therefore, there are six phases in the game where players may take actions. There are 10 actions the players may take during these seasons, the order of which is randomly decided at the beginning of each season. The first five actions are placed on the game board face up, allowing players to plan based on their order. However, the last five actions remain hidden. The first of the hidden actions is revealed after the completion by all players of the first action, and so on until all actions are revealed by the time the fifth action is taken by all players. In this way, the order of the next five actions is always known to the players.

Mechanics

Turn order is randomly set at the beginning of each season by shuffling then ordering the Leader cards. This order is used throughout the entire season for all actions taken by the players.

At the start of a year, special “season” event cards are randomly chosen from a deck. All players learn the modifiers these cards may have on the game. These four cards are then shuffled and placed face down on the season track. The first three seasons, a card is revealed and its modifiers applied to the game. During the last season (Winter), the modifiers are ignored, but a number on the card reveals the extent of grain shortage for that year. This element allows players a certain level of planning, but an uncertainty of when (or even if) the season event will happen.

Players may only take actions with regions they control, and only one per region. Each player has a player board that shows the available actions. At the beginning of each season, each player secretly plans which action a region will take. Players assign actions to regions by placing the proper region card face down over the appropriate action. Blank region cards allow each player to hide which actions a player has selected to pass on.

Actions

Build a Palace, Church, or Trading Firm – Choosing this action for a region allows you to build the appropriate building in the region, providing there is a space. A region may not have more than one of the same building. The regions have varying numbers of available building spaces…one to three. Once full, no more building action may be made in the region.

Produce Gold/Grain – Each region produces a set amount of gold and grain. By choosing one of these actions, the region produces that resource. However, this action also causes unrest in the region, represented by a revolt marker placed on the region. If the region is already in unrest (already has one or more revolt markers), a battle must occur to determine if the player still controls the region. A battle triggered by this action involves placing 1 Farmer army for each revolt marker into the cube tower along with any Farmer armies currently in the cup of the tower. A successful revolt will cause the player to lose the region, all buildings will be destroyed, and he receives none of the income from the territory. A revolt marker is always placed in the region, even if one already existed. Pressing the same region over and over results in stronger unrest and increases the chances of a successful revolt.

Supply Army – Creation of new armies. There are three different supply actions such that a player may increase armies in three different regions per season. One of the actions allows an addition of five armies for the cost of three gold. A second allows the addition of three armies for the cost of two gold. The last allows the addition of one army for one gold. This last action additionally allows the player to move as many troops as he wants from one friendly region to an adjacent friendly region. The player may take either or both of these actions.

Movement/Battle – The movement action allows a player to move armies from a country they own into a neighboring country. The player is allowed to move any number of armies they wish, with the exception that they must leave at least one army in the originating country. If the neighboring country does not belong to that player, a battle occurs.

Battles

Wallenstein Deskohrani 2008 270.jpg
Wallenstein

A battle will take place when a player moves armies into a country belonging to another player, into a neutral country, or when a revolt occurs. All battles are determined by the cube tower. The cube tower is a small, cardboard, tube-like structure. At the beginning of any battle, the two combatants gather their armies (cubes) along with all cubes in the bottom tray of the tower. After all cubes have passed through the tower, the cubes of the two combatants are tallied. Each opponent loses a cube for each enemy cube that makes it through the tower. For example, if four red army cubes and five yellow army cubes ended up in the tray, both players would lose four cubes. The yellow player would win the battle and put the one surviving yellow army cube in the region. The lost army cubes of each combatant are returned to their supply. If one fewer yellow cube had fallen out of the tower, the country would have been devastated, destroying any buildings present and leaving the country uncontrolled by either player.

Due to the vagaries of the cube tower, it can be very difficult to predict the outcome of any battle. Many cubes can be poured into the tower, while only a few may come out. During initial setup, armies from all players are added to the tower as well, so it is also possible that in some battles, more cubes come out than were poured in.

Victory Conditions

During each Winter phase, players score victory points based on their positions on the board.

For every territory and building owned, a player scores 1 point. Then each colored region is considered as a whole. The player with the most Palaces in a region scores 3 points, the player with most Churches in a region scores 2 points and the player with the most Trading Firms in a region scores 1 point. If there is a tie in any region, the players with the most buildings of a particular type score 1 point fewer. Each colored region is scored in this manner.

e.g. If Jack and Kim are scoring the red region and each of them has 2 Palaces in red territories (provided that no other player has more than 1 Palace in that region), they both score 2 points (3 for the most Palaces, minus 1 for the tie). In this manner, tying another player for the most Trading Firms results in zero points.

At the end of 2 years the player with the most victory points wins the game.

Strategy

Elements of Luck

One of the largest elements of uncertainty in Wallenstein is the cube tower used to decide the outcome of battles. At the beginning of the game, players put some of their army cubes into the tower and some neutral farmer armies as well. With each battle, army cubes from the two combatants (or possibly neutral 'peasant' cubes) are poured in the top of the tower and a random number of cubes fall out, including some or all of those just put in, and possible some left from previous encounters or the initial load.

This randomness makes for a good amount of luck, without letting it overpower the game. This system, though, tends to make sure that most battles tend to be fought when the attacker has superior numbers and can reasonably count on the tower favoring him with its outcome.

The event cards that play out each season are another small level of randomness. They are known to all players, but the order in which they appear is random each game, leaving players able to plan ahead for possible outcomes, but also forcing them to choose which outcomes to prepare for.

As with most German-style board games, Wallenstein tends to favor player skill and foresight in planning over randomness when deciding the winner for each game.

Strategy

As a general rule, Wallenstein is more about developing territories rather than conquering them. However, it can certainly be beneficial to take another player's territory after they have already spent resources to develop it. Because of the reliability of receiving victory points from buildings and the uncertainties of battles due to the cube tower, most players tend to avoid conflict in the first year in order to amass larger armies for the second year.

The following more-detailed strategy tips were selected from Innovan's excellent Wallenstein Strategy (V 2004.1.1) document on BoardGameGeek.

Components

As included in the 2002 release of Wallenstein by Queen Games.

Board

Cards

Pieces

Other

Variations

2-Player Variation

A two-player variant created by fans of the game is available at BoardGameGeek.

Shogun

The game was rethemed as Shogun, released by Queen in multi-language international edition in 2006.

Awards

Games – Best Advanced Strategy Game Runner-Up 2003 International Gamers Award – Best Strategy Game Nominee (special award) 2003

Availability

As of 2005, the Queen Games release of Wallenstein is no longer available. Though this is a German edition, various language translations can be found on BoardGameGeek. Aside from the rules, the game is fairly language independent. Most of the cards contain little or no text, preferring to convey meaning graphically. Being able to pronounce the countries depicted on the board is not essential to gameplay.

Queen Games is also planning to release a multilingual game based on Wallenstein with a new theme. As reported by Gamewire:

It's official - Queen Games will be publishing a game based on the Wallenstein game system to be titled Shogun. The game is designed by Dirk Henn. The game is set in the Sengoku period (approx 1467-1573) which ends with the inception of the well-known Tokugawa Shogunate. The game will be an international edition with language-independent components and a multilingual rules booklet. Here is a small picture of the box cover. The game is to be released in 2006.

Rio Grande Games also lists Wallenstein as a 2006 release. These two releases may or may not be referring to the same game.

Related Research Articles

<i>Risk</i> (game) 1957 map-based war board game

Risk is a strategy board game of diplomacy, conflict and conquest for two to six players. The standard version is played on a board depicting a political map of the world, divided into 42 territories, which are grouped into six continents. Turns rotate among players who control armies of playing pieces with which they attempt to capture territories from other players, with results determined by dice rolls. Players may form and dissolve alliances during the course of the game. The goal of the game is to occupy every territory on the board and, in doing so, eliminate the other players. The game can be lengthy, requiring several hours to multiple days to finish. European versions are structured so that each player has a limited "secret mission" objective that shortens the game.

<span class="mw-page-title-main">WarCry (game)</span> Collectible card game

WarCry is an out-of-print collectible card game set in the world of Warhammer Fantasy and published by Sabertooth Games. The base game cards were released in 2003, with newer expansions introduced in the months since. A video game adaptation, titled Warhammer: Battle for Atluma, was created for the PSP in 2006.

In tabletop games and video games, game mechanics are the rules or ludemes that govern and guide the player's actions, as well as the game's response to them. A rule is an instruction on how to play, a ludeme is an element of play like the L-shaped move of the knight in chess. A game's mechanics thus effectively specify how the game will work for the people who play it.

<i>Battle Masters</i> 1992 board game by Milton Bradley and Games Workshop

Battle Masters is a miniature wargame by Milton Bradley, made in collaboration with Games Workshop in 1992. It is thematically similar to Warhammer Fantasy Battle, but with much simpler game mechanics. Like other Milton Bradley/Games Workshop partnership board games HeroQuest and Space Crusade, Battle Masters was designed by Stephen Baker, who later went on to design the popular game Heroscape.

<i>Alhambra</i> (board game) 2003 board game

Alhambra is a 2003 tile-based German-style board game designed by Dirk Henn. It was originally published in Germany by Queen Games in a language-interdependent version; an English-specific version was released in North America by the now-defunct Überplay. The game is a Muslim-themed update, set during the construction of the Alhambra palace in 14th century Granada, of the 1998 stock trading board game Stimmt So!, which in turn was an update of the 1992 mafia influence board game Al Capone; the original version was subsequently released as Alhambra: The Card Game. Upon its release, Alhambra won numerous awards, including the Spiel des Jahres award. Its success has led to the release of numerous expansion packs and spin-off games, and is becoming Queen Games' flagship franchise.

<i>Caylus</i> (game) Board game

Caylus is a strategy oriented, German-style board game designed by William Attia and independently published in 2005 by Ystari in France and England, and Rio Grande Games in North America. Caylus has a mix of building, producing, planning, and bargaining — without direct conflict or dice-rolling mechanics.

<span class="mw-page-title-main">Shogun (2006 board game)</span>

Shogun is a strategy board game designed by Dirk Henn and published by Queen Games in 2006. It is based on his earlier game Wallenstein, but it is set in the Sengoku period, which ends with the inception of the Tokugawa Shogunate.

<span class="mw-page-title-main">Amun-Re (board game)</span> Board game

Amun-Re is a game designed by Reiner Knizia and first published in 2003 by Hans im Glück in German and in English by Rio Grande Games.

<i>Elasund</i>

Elasund: The First City is a German-style board game designed by Klaus Teuber. It is the second game in the Catan Adventures series, a series of spinoff games based on the theme from Teuber's hit game The Settlers of Catan as well as its German-language novelization by Rebecca Gablé. As a game in the Catan series, it is published by Kosmos in German and Mayfair Games in English. Despite the thematic connection between Elasund and Settlers, the two games have completely different mechanics.

The Catan Card Game, originally named The Settlers of Catan: The Card Game, is a card-game adaptation of The Settlers of Catan board game. It is a member of the Catan series of games developed by Klaus Teuber and published by Kosmos in German, and by Mayfair Games in English. The Catan Card Game is a two-player game, although the rules can be accommodated as to allow players to share a set or for each player to have their own, as is intended for tournament play. Seven expansions of the Catan Card Game have also been released.

<i>Pandemic</i> (board game) Crisis-themed cooperative strategy board game

Pandemic is a cooperative board game designed by Matt Leacock and first published by Z-Man Games in the United States in 2008. Pandemic is based on the premise that four diseases have broken out in the world, each threatening to wipe out a region. The game accommodates two to four players, each playing one of seven possible roles: dispatcher, medic, scientist, researcher, operations expert, contingency planner, or quarantine specialist. Through the combined effort of all the players, the goal is to discover all four cures before any of several game-losing conditions are reached.

<i>Qwirkle</i> Tile-based board game

Qwirkle is a tile-based game for two to four players, designed by Susan McKinley Ross and published by MindWare. Qwirkle shares some characteristics with the games Rummikub and Scrabble. It is distributed in Canada by game and puzzle company Outset Media. Qwirkle is considered by MindWare to be its most awarded game of all time. In 2011, Qwirkle won the Spiel des Jahres. A sequel, Qwirkle Cubes, was released by Mindware in 2009.

<i>Age of Mythology: The Boardgame</i>

Age of Mythology: The Boardgame is a board game created by Glenn Drover based on the video game Age of Mythology. It was released in 2003 by Eagle Games. Up to four players may play the game, but extra parts may be purchased from Eagle Games to allow eight players to play.

Family Game Night is an American television game show based on Hasbro's family of board games and EA's video game franchise of the same name. The show was hosted by Todd Newton. Burton Richardson was the announcer for the first two seasons; he was replaced by Stacey J. Aswad in the third season, and Andrew Kishino was hired for the fourth season. The 60-minute program debuted on October 10, 2010, on The Hub ; it was previewed on October 9, 2010, on its sister channel, TLC. Seasons 1 and 2 contained 26 and 30 episodes respectively. Seasons 3, 4 and 5 each contained 15 episodes. Season 2 premiered on Friday, September 2, 2011, with additional games being added. The games added to the second season included Cranium Brain Breaks, Green Scream, Ratuki Go-Round, Simon Flash, Operation Sam Dunk, Trouble Pop Quiz, and Spelling Bee. However games from the previous season were still kept.

<i>Civilization</i> (2010 board game)

Sid Meier's Civilization: The Board Game is a 2010 board game created by Kevin Wilson based on the Sid Meier's Civilization series of video games and published by Fantasy Flight Games. While the previous board game based on Sid Meier's Civilization, published by Eagle Games in 2002, was based on Civilization III, the 2010 version takes its primary inspiration from Civilization IV. Its expansions, Fame and Fortune and Wisdom and Warfare, also began to incorporate concepts derived from Civilization V.

<i>Kingdom Builder</i> 2011 strategy board game

Kingdom Builder is a strategy board game designed by Donald X. Vaccarino, published in 2011 by Queen Games with illustrations by Oliver Schlemmer in German, British and international versions.

<i>Lords of Waterdeep</i> Board game

Lords of Waterdeep is a German-style board game designed by Peter Lee and Rodney Thompson and published by Wizards of the Coast in 2012. The game is set in Waterdeep, a fictional city in the Forgotten Realms campaign setting for the Dungeons & Dragons role-playing game. Players take the roles of the masked rulers of Waterdeep, deploying agents and hiring adventurers to complete quests and increase their influence over the city.

<span class="mw-page-title-main">Village (board game)</span> Board game

Village is a historical-themed euro-style board game with a focus on resource management for 2-4 players, released in 2011. It is designed by Inka Brand and Markus Brand.

<i>Clash Royale</i> 2016 mobile game

Clash Royale is a real-time strategy video game developed and published by Supercell. The game combines elements from collectible card games, tower defense, and multiplayer online battle arena. The game was released globally on March 2, 2016. Clash Royale reached $1 billion in revenue in less than a year on the market. In three years, Clash Royale made $2.5 billion in revenue according to market intelligence company Sensor Tower. It is the first spinoff of Clash of Clans.

Cytosis is a cell biology worker placement board game designed by John Coveyou and published in 2017 by Genius Games. The game's development was funded via a crowdfunding campaign on Kickstarter.

References

    Publishers

    Reviews

    Online Versions